What should your focus for the rest of the Quest be?


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I've chosen The Void since it would allow for some nifty Songs later.

Though we should focus on the Secret class next, they look really useful.
 
I've chosen The Void since it would allow for some nifty Songs later.

Though we should focus on the Secret class next, they look really useful.
Void is real good. It might also help with our Warp travel stuff...which mind you is pretty good but I think Navigators are better than Void Abacuses and we are worse than that...I think?
 
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Scheduled vote count started by HeroCooky on May 20, 2024 at 4:51 AM, finished with 76 posts and 25 votes.
 
580.M42 - No Wildcat Colonies
It should be unsurprising that, when set to the task of preventing a tragedy and to pursue those willingly casting aside the teachings of the Prophet, Cerberus proves to be more than up for the task. Not all who were paid off were willing to stay silent for those they hold no allegiance to. Not all who knew those who knew something were silent about their part. Not all who tried to destroy the evidence were successful.

In the end, six years passed, and Task Fleet Beta appeared above two worlds home to the most pitiful assembly of settlements their crews had ever seen. What resistance existed was smashed aside with ease, and those fighting to the bitter end died the ignoble deaths of those being ignored by superior forces settling in for sieges. The ringleaders, those who didn't kill themselves to escape justice, were cast into chains and judged. The followers were returned to the fold one by one, and the colonies swiftly abandoned long before that.

There would be no wildcat colonies this decade.

But there would be concerning news from the United Cults. The only silver lining during the decade was that the Mashan Temple Authority managed to defeat the push into their territory. All other news were bleak. The Terraward Front saw the doom of the local defenders, while those forces settling in to defend against any incursion by the Glimmering Federation began with more fortifications of void and planetary natures. Likewise did the potential uses of the rituals, as far as the Celestial Choirs could determine, concern the Admiralcy, as the most likely outcome and use of the enslaved people and their souls is to be a summoning ritual done during or before any battles. Those summonings seem restricted to be either in pulling in prepared reinforcements or allowing the very "terrain" of the Warp to breach into the Materium.

To prevent such a thing from being enacted, and to weaken the enemy, the Admiralcy strongly urges the High Council to give the order for a Raiding Campaign to deny those souls to Chaos and to damage their shipyards and vessels wherever possible, possibly even aiding those holding against them.

On the topic of ships; scouts of New Dawn R&D have recently uncovered a unique blend of highly unstable ores within an isolated system, which, if the preliminary data is correct, could be used to improve the damage causes by our missile systems once exploited.



You Have 3 [Three] Actions. Currently Active ISC: [New Dawn R&D]
(6-Hour Moratorium)
[Green Horizons Colonization LTD] - Resettlement Initiatives - Increases colonized worlds by 50% if the Action {Colonize Planet/s} is used.
[New Dawn R&D] - Anomaly Identified - Uncover Points of Interest (PoI) within and without your territory every Turn this ISC is sponsored. PoI include (but are not limited to) new colonizable systems, Economic Boons, Military Relevant Resources or Locations, and more.
[Federation Post] - Messenger Fleet - Reduce the cost of improving Civilian Infrastructure by 50% (rounded down).

[] [General] Develop The Federations'...
-[] Food Production VI
-[] Civilian Infrastructure VI
-[] Heavy Industry VI
-[] Void Industry X
-[] Medical Services VI
-[] Military Industry VI

(Gain: A boost in production focusing on the chosen option.)

[] [General] Colonize (Planet/s)
It is time to bring two more worlds into the fold. Thanks to the Kil'drabi becoming our Kin, we can now categorize Frozen, Ash, and Volcanic Worlds as Habitable instead.
(Gain: Two colonized Worlds.
Habitable Worlds: Ultima Sigritta - Sira (Mesa and Savannah), Silista - Silista X (Temperate Continent), Itani - Grubbub (Lichen and Fog), Gnatiila - Smug (Outback and Canyons), Turriamnish's Hope - Hope (Steppes and Moss), Monresast - Monresast Major (Arboreal and Savanna)
Hostile Worlds (-1 Void Industry): Qulach's Forge - Node 17c (Acidic Atmosphere)
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))

[] [General] Research:
01001101 01100001 01100100 00100000 01000010 01101001 01101110 01101000 01100001 01110010 01101001 01100011 00100000 01010011 01100011 01110010 01100101 01100101 01100011 01101000 01101001 01101110 01100111 00100001
-[] Poke The Weird Ship
(Gain: Information?)
-[] Hive Crops and other Agricultural Wonders
(Gain: Your cities are harder to siege down by dint of having more food. Better infiltration of Hives.)
-[] Seeker Mines
(Gain: An upgrade to your Mines which automatically seek out non-friendly ships in a small radius around themselves.)
-[] Unstable Ore Deposits Exploitation
(Gain: Missile Weapon Equipment.)
-[] Directional Ion Shields
(Gain: Directional Ion Shield Emitters for your whole Military.)
-[] Novel Infantry-Grade Weapons Development
(Gain: Infantry Weapons Upgrades.)
-[] Experimental Infantry-Grade Weapons Development
(Gain: New Infantry Weapons.)
-[] Logistical Infantry-Grade Weapons Development (0/3)
(Gain: Cheaper Infantry Weapons.)
-[] Novel Infantry-Grade Armor Development
(Gain: Infantry Armor Upgrades.)
-[] Experimental Infantry-Grade Armor Development
(Gain: New Infantry Armor.)
-[] Logicstical Infantry-Grade Armor Development (0/3)
(Gain: Cheaper Infantry Armor.)
-[] Automechanical Augmentations
(Gain: Mechanized Unit Upgrades.)
-[] Karnivore Weapon And Equipment Loadouts
(Gain: Improve and add to the weapons of your Karnivores.)
-[] Anti-Ork Ecology Cleansing Methods
(Gain: Reduces time to conquer Ork Worlds.)
-[] New Bombers for a New Age
(Gain: New Bombers.)
-[] New Boarders for a New Age
(Gain: New Boarding Craft.)
-[] Ship Equipment Standartization - [1 DP Equipment] (0/3)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization (0/2)
(Gain: 1 Destroyer every Turn.)
-[] Academic Initiatives (0/3)
(Gain: +0.1 Research per Action Spent.)
-[] Psytech Foundings (0/5)
(Gain: Rudimentary Understanding of Psytech. Not the ability to create it.)

Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.2 Research per Action Spent. (0.4 Research Banked)

[AUTO] [General] Begin Archive/Arsenal Inventories - [6/10]
Though it will likely take over two centuries to go over everything both planets have archived or put into storage, we may find some things that are of import to us. Slowly Auto-Completes after one Action spent.
(Gain: Stuff?)

[] [General] Propaganda For The Foreign Masses - [0/4]
With the Glimmering Federation struggling to digest its recent mass-acquisition of systems and populations, some have raised the possibility of using the Federations more diplomatic abilities and capabilities to subvert, convert, and then integrate new systems without causing mass-casualties or widespread destruction. A Propaganda office outfitted with ships, Choirs, materials, factories, and a mandate to do just that should bring foreign systems into our sphere of influence and then Federation as a whole. It will be pricy, though.
(Gain: Allows you to slowly convert one [1] random system at a time to the Glimmering Federation without Action cost.)

[] [General] Jolly Economic Co-Operation - [1 Remaining]
Despite what people may think, selling a shit-load of materials at discount prices will make you more money than trying to sell them at the standard mark-ups. However, there is only so many materials to sell until the industries lack behind order to restock and supply the same.
(Gain: 50% Discount on your [Develop] Actions taken in the same Turn (1 Dev into 2, 2 into 4). Ashan Families like you more.)

[] [Military] Create A [Blazing Sun - 4x War-Packs] or 3x SAGs - [System/s] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks/Augmetic Legion] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn/Kil'drabi]
Sabotage Units will focus on raiding and disrupting the enemy with lighting raids and plundering logistics; Assault Units will punch through the enemy in weak points and sow confusion with overwhelming firepower; Engineering Units will focus on creating fortifications and using turrets, mines, and barricades; Demolition Units will be comprised out of heavy weaponry squads with plenty of explosives, from mines to rockets; and Ogryn Units will be Ogryns armored in heavy metals and armed with shields and Beatin' Sticks led by soldiers with spiffy hats that will not be disobeyed. Kil'drabi Units can go into temperature enviroments Humans would require special equipment with ease. Infantry Units consist mainly of boots on the ground, while Mechanized Units are equipped with vehicles that increase mobility and durability at the cost of logistics and all-terrain capability, with Tanks allowing a myriad of armored spearheads or operations to proceed, and an Augmetic Legion consists of cybernetically enhanced humans, equipped with high-end implans and prosthetics that set them far above the human baseline, allowing for far more dangerous deployments. Light Units are better for Low-Logistic scenarios, while Medium Units rely more on regular shipments yet strike a good balance between supply consumption and effectiveness, with Heavy Units reliant on solid logistics to continue working while also offering an equal force-concentration in return. A War-Pack consists out of 15 Karnivores grouped in Packs of 3 Knights each, alongside the infrastructure/logistics to support and rebuild their Knights.
(Gain: Two SAGs. These contain [Four Units] chosen from the above choices. Tanks require no Classification.)

[] [Military] [Construct/Refit] A Fleet - [36 Fleet Points]
Ships are produced at these rates: Scouts at 1 FP, Destroyers at 2 FP, Frigates at 4 FP, Light Cruisers at 8 FP, and Heavy Cruisers at at 18 FP.
You can refit Two Libra-S to Two Libra-T, Three Crux to Three Crux-S, and Four Taurus into Four Taurus-S in one Turn.
(Gain: Chosen Fleet.)

[ ] [Military] Design New Voidship Classes - [Available: Destroyer (1 FP), Frigate (2 FP), Light Cruiser (4 FP), Heavy Cruiser (8 FP)] - [8 FP]
From what we can tell, thanks to our history, what information we, the Kil'drabi, Yeeni, and the archives of our planets tell us, the difference between a prosperous interstellar polity and one naught but ash is the strength of their navy. At the moment, we have the beginning of a proud Void Fleet, yet purely defending against our enemies is a great way to get ground down into dust over time; we need to be able to bring the fight to them.
(Information: Ship Classes requiring more FP than you posses take more than one Action to produce.
Gain: Newly designed and built Ship Classes.)

[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 17x Free Celestial Choirs
-[] Task Fleet Alpha (20/20 Ship Capacity)
(2x Andromeda-Class Command Ship, 3x Proof of Our New Path Battlecolony, 1x Libra-Tertium Light Carrier, 2x Libra-Secundus Light Carrier, 3x Crux-Class Missile Frigates, 5x Aries-Secundus Class Corvette, 6x Words of the Writ-Class Frigate)
-[] Task Fleet Beta (10/10)
(1x Andromeda-Class Command Ship, 5x Aries-Secundus Class Corvette, 5x Crux-Secundus Class Heavy Frigate)
-[] Task Fleet Gamma (20/20)
(2x Andromeda, 1x Proof of Our New Path Battlecolony, 1x Leo-Primus Heavy Cruiser, 1x Dauntless Mk.1 Light Cruiser, 2x Endeavour Light Cruiser, 2x Viper-Class Missile Destroyer, 4x Cobra Destroyer, 2x Falchion-class Frigate, 2x Words of the Writ-Class Frigate, 1x Aries-Secundus Class Corvette, 4x Taurus-Class Troopship (0/2 SAG Capacity))
-[] Task Fleet Delta
(2x Words of the Writ-Class Frigate, 1x Chamleon Class Infiltration Carrier, Taurus-S Troopship, 1x Scorpio-Class Light Cruiser)
-[] Lamenters Chapter Fleet (12/10)
(1x Andromeda 2x Risen Dirge-Class Boarding Ship (0/2 Companies), 3x Lantern Bearer-Class Commandeering Ship (0/3 Companies), 3x Infidels, 1x Idolator, 1x Resurgence-Class Torpedo Hunter, and 1x Bloody Dawn-Class Light Cruiser (0/2 Companies))
-[] Scout Fleet Alpha
(4x Circinus-Class Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)

There is war to be had and battle to be made. Send troops to resolve issues and squash opposition to the Star Child and Humanity and all Their Protectorates, and send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are dispatched to look at other systems.
Scouting Range: ~10 Systems from Claimed Systems. Scouting Efficiency: 75% Adjacent Systems, 40% Three+ Systems, 10% Five+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct Two Melodies (Choose two below.) (0.8/1 - Auto Complete) - [The Void]
The Celestial Choir has been given the means; with time, they shall conduct their songs. They will listen to the Warp and filter out the false whispers from the slumbering guidance of the Star Child. In halting prayer and stumbling humming, the truth will be stripped until nothing but it remains in the hands of those who shall make it anew into power to be wielded by the Choirs to come. As there are 10 Celestial Choirs free to pursue research, the High Council can ask them to pursue a target instead of what comes close. This will, naturally, be lost once they dip below 10 Choirs.
(Total: 30
Uncovered: Technology.
Secret: Slumber, Silence, Perception, and Grounding.
Star Child: Hope II, Compassion II, Humanity II, Mercy, Creativity III, Health II, Unity II, Innovation, Machinery, Logic II, Progress II, Protection II, Justice, Wisdom, The Sun II, The Home II, Death, Ruthlessness, Brutality, and Fire II.
Kil'drabi: Paths, The Void, Struggle, Community, and Family.
Gain: Two Melodies newly Conducted.)

[] [Psykana] Sing a Song (Choose at least Three below.)
Mere Melodies are not the end of the journey, nor should they be the start. They are the middle, from which all things shall grow and wither.
(Star Child: Protection I, Fire I, The Sun I, Humanity I, Creativity II, Song III, The Home I, Logic I, Unity I, Progress I, Compassion I, Hope I, and Health I.
Gain: A Song.
Sung: Dirge for the Innocent, Bound To The Stars, A Web Of Song.)

[] [Faith] Sermons To The Families
Though the Ashan Families are no fan of strangers walking into their home and preaching about strange deities, they are a fan of allowing honored guests to preach an interpretation of a sanctioned faith (even if it a weird interpretation) in exchange for money. Though they will still check if said guests are preaching Chaos. Just to be sure.
(Gain: The Ashan allow your priests to preach in their territories.)

[] [Faith] Mausoleum of the Prophet
Let him rest in a place worthy of his deeds.
(Gain: Mausoleum of the Prophet.)

[] [Faith] The Great Heresies
Though it is infuriating to many that splits and cracks have already started to appear within the structure of our faith, especially when the Prophet hasn't even been laid to rest in his last resting place, these splits were inevitable. There was no way to prevent those who strayed from established Doctrine, so we must expend effort to bring them back into the fold, even if some start to whisper about altering Doctrine itself to incorporate some parts of their beliefs into ours.
(Gain: Reconcile, Syncretise, Legalise, or Crack Down on a Heresy.)
-[] The Particularists
The Droman Creed emphasizes the different qualities and roles of each of the Five, encapsulating the Co-equal Oneness of the Five-One, One-Five, yet some believe this to be a Pantheon. For the Particularists, this is the furthest from the truth, as they believe the Five-One to not be co-equal within their shared Divinity, but One-As-Five, mixing everything into one being by denying the uniqueness of each Five to not deny the Oneness of them all.
-[] The Anti-Particularists
The opposite to the Particularists, they have twisted this section of the Creed to its utter limit: I believe that these Five, Omnissiah, Emepror, Motive Force, Body of the Faith, and Star Child, are Indivisible and One, and Two, And Three, Four, and Five. They believe one can pair the Five-One according to their "Co-Equal Hierarchy," represented by a square with four edges and the Star Child in the middle. In this, they claim that the Emperor and Omnissiah are on the Left and Right of the square, with the Community of Faith and Motive Force in the lower left and right, relating to each other in their respective roles and relations as they come together to create the Star Child.
-[] The Imperial Syncreticists
The Imperial Syncreticists are the left-overs of the Imperial Dogma from within Neon, their believers and priests seeking to reconcile the differences between the Droman Creed and that of the Imperial Dogma into one unto the Holy Child. To say that this has to be stamped out is to tell the obvious, as several portions directly threaten our Kin, and others seek to undo the protections granted to those mutated under the aegis of the Star Child with extended mercy by enforcing genetic isolation.
-[] The Adherents of the Divine Lines
Those who call themselves the Adherents of the Divine Lines hold to the idea that a Divine Lineage exists at all, claiming that, as the Space Marines and Primarchs are the children of the Emperor-and-Omnissiah as well as the Star Child, a clear line of Divine Heritage exists that allows those who partake in its shared blood to better understand and enact the will of the Five-One unto the face of the galaxy, and that the Glimmering Federation need only right what has so long been silenced.
-[] The Order of the Nurenor Roses
The Order of the Nurenor Roses is the epitome of those Cerberus hunts, for they are a Heretical Sect most foul. They believe the Star Child to be a woman instead of genderless. They seek a society split by task and by gender, with women as the spiritual rulers and men as the material leaders, the place of one designated by birth and skill, using the Thules as evidence for the success of such a practice despite all the evidence to the contrary, and more.
-[] The Supplicants of the Aetherical Cog
This outgrowth of the Star-Mechanicum was recently discovered and has, as far as Cerberus knows, been founded by an unknown Magos after the Nuking of the Forge, when they found an artifact of unspecified power and nature. However, interrogations have since revealed that this artifact was a receptible of data and contained several teachings within its form that range, by their descriptions, from "perfectly acceptable" to "utterly heretically." The various sects of the Aetherical Cog are cellular by nature and differ in several ways, even amongst themselves, but all hold to the central belief that a Divided Consciousness is no longer tolerable. Instead, they seek the Convergence, the day when all minds are joined as one under the guidance of the Star Child to be but a cog for their designs of peaceful unity.

[] [Chapter] As The Codex Demands (4.5/6)
Once again, unto the fields of training.
(Gain: The Lamenters fill out completely for the first time in millennia.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
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It should be noted that the Chamelon-Class would actually be a very good choice for if we wanted to start shit far behind our lines, especially if we could assign a Choir to them for both speed and the flexibility therein!
 
Honestly I'd like to crack down on at least one heresy. The Particularists and the Anti-Particularists aren't too concerning really but some of the other ones are. Especially the imperials, Roses, and supplicants
 
It should be noted that the Chamelon-Class would actually be a very good choice for if we wanted to start shit far behind our lines, especially if we could assign a Choir to them for both speed and the flexibility therein!
You can make a note in a potential multi-turn raiding campaign (*hint hint nudge nudge*) to assign Choirs to such ships for better granular control.

As for me; sleep.
 
It should be noted that the Chamelon-Class would actually be a very good choice for if we wanted to start shit far behind our lines, especially if we could assign a Choir to them for both speed and the flexibility therein!
Could also use it to get in contact with those still resisting against Chaos in the sector.

We definitely need to go hit Chaos. Disrupt further defense build-up in the system and press to raid the fuck out of Chaos to relieve pressure on the defenders in other systems.

Weznicritt has fallen entirely to Chaos. And the Mashan are in rough shape- unless we give them breathing room they likely won't be able to hold against another Chaos offensive- not to mention the holdout in Zetraneum.
 
Ey! Surprise Late Night Update from Cooky!

I'll take it though!

But just looking at this real quick...

[ ] Plan: Spoke the Devil's Wheels
-[ ] [Military] Begin Military Operations
--[ ] Operation: DRAGON TOOTH
---[ ] All Readily Available Mobile Forces ready for a Smash and Grab
---[ ] Any Ground Forces Command thinks we'll need
----[ ] It is of the utmost importance that the Chaos Regime in Sub-Sector 621 be denied heavy infrastructure restricting our activities, and this moment when they have exhausted their mobile forces striking against the MTA is as good an opportunity as any other to disrupt their operations. The goal of Operation: DRAGON TOOTH is an aggressive raid to set Chaos Lord Ssli'sazarl's timeline back and buy any surviving defenders some breathing space. To that end, an assault on enemy Void Infrastructure and assets is authorized, as well as the denial of prisoners to their altars. Ideally through extraction, but whatever we can do, will be done. Bear in mind, this is a Raid in Force, not an attempt to occupy territory, we still have not identified the source of enemy ship production and it apparently outweighs all but our most focused efforts. Do everything within your power, but get out alive
-----[ ] Assign up to 7 Celestial Choirs to key independent fleet elements, such as the Lamenters Fleet, but especially to the Chameleon-class Stealth Insertion Frigates, and offer them for their use for the operation, I'm quite confident that transhuman super heroes can make excellent use of the mobility and surprise these options allow them to cause all manner of Problems to the enemy in a guerilla campaign.
-[] [Faith] Mausoleum of the Prophet
-[] [Military] [Construct/Refit] Task Force Delta: (1x Andromeda, 1x Libra-T, 1x Scorpio), Independent Operations (2x Chameleon)
 
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Added in our Shipbuilding. Giving Task Fleet Delta an Andromeda, a Scorpio, a Libra-T, and 2 Cruxes, bring it to nearly full battle readiness and rendering it mobile. We'll be able to push it up the rest of the way to full capacity with another turn's work.

Fun fact though! We got another DP on Frigates and Light Cruisers! Yay!
 
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Ey! Surprise Late Night Update from Cooky!

I'll take it though!

But just looking at this real quick...

[ ] Plan: Spoke the Devil's Wheels
-[ ] [Military] Begin Military Operations
--[ ] Operation: DRAGON TOOTH
---[ ] All Readily Available Mobile Forces ready for a Smash and Grab
---[ ] Any Ground Forces Command thinks we'll need
----[ ] It is of the utmost importance that the Chaos Regime in Sub-Sector 621 be denied heavy infrastructure restricting our activities, and this moment when they have exhausted their mobile forces striking against the MTA is as good an opportunity as any other to disrupt their operations. The goal of Operation: DRAGON TOOTH is an aggressive raid to set Chaos Lord Ssli'sazarl's timeline back and buy any surviving defenders some breathing space. To that end, an assault on enemy Void Infrastructure and assets is authorized, as well as the denial of prisoners to their altars. Ideally through extraction, but whatever we can do, will be done. Bear in mind, this is a Raid in Force, not an attempt to occupy territory, we still have not identified the source of enemy ship production and it apparently outweighs all but our most focused efforts. Do everything within your power, but get out alive
-----[ ] Assign up to 7 Celestial Choirs to key independent fleet elements, such as the Lamenters Fleet, but especially to the Chameleon-class Stealth Insertion Frigate, and offer it for their use for the operation, I'm quite confident that transhuman super heroes can make excellent use of the mobility and surprise these options allow them to cause all manner of Problems to the enemy in a guerilla campaign.
-[] [Faith] Mausoleum of the Prophet
-[] [Military] [Construct/Refit] Task Force Delta: (1x Andromeda, 1x Libra-T, 1x Scorpio, 2x Crux-S)

Considering this is going to be a multi-turn raiding thing, I frankly do not understand why we wouldn't want to make some more Chameleons, because any we make this turn can get Action-lessly slotted in to the ongoing whatnot.
 
Considering this is going to be a multi-turn raiding thing, I frankly do not understand why we wouldn't want to make some more Chameleons, because any we make this turn can get Action-lessly slotted in to the ongoing whatnot.

Hmm, point taken. I can adjust that.

EDIT: Done, I'm building them as Independent Operations for now.
 
Added in our Shipbuilding. Giving Task Fleet Delta an Andromeda, a Scorpio, a Libra-T, and 2 Cruxes, bring it to nearly full battle readiness and rendering it mobile. We'll be able to push it up the rest of the way to full capacity with another turn's work.

Fun fact though! We got another DP on Frigates and Light Cruisers! Yay!
Nice. Hm, should we add in a note that at the Lamenters' discretion, the Chameleon can be used to contact the defenders still holding out in the sub-sector?
 
Added in our Shipbuilding. Giving Task Fleet Delta an Andromeda, a Scorpio, a Libra-T, and 2 Cruxes, bring it to nearly full battle readiness and rendering it mobile. We'll be able to push it up the rest of the way to full capacity with another turn's work.

Fun fact though! We got another DP on Frigates and Light Cruisers! Yay!
I was actually thinking about 2 Andromedas, 2 Chameleons, and 3 Tauruses, but I think I can settle for just 1 Andromeda, 1 Scorpio, 2 Chameleons and 3 Cruxes
 
I was actually thinking about 2 Andromedas, 2 Chameleons, and 3 Tauruses, but I think I can settle for just 1 Andromeda, 1 Scorpio, 2 Chameleons and 3 Cruxes

Nah, Libras are still one of our best ship designs in circulation, and for once, we're not fighting the dregs of Chaos.

We should be good on spacelift for the operation, given how this is a raid, not a full out invasion. We've got 9 SAGs worth of potential carrying space in our fleet at present.
 
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